Project Good Robot 8: Suggestion Box

By Shamus Posted Monday Sep 2, 2013

Filed under: Good Robot 89 comments

As many of you requested, I’m not going to document every feature that goes into this thing. This means we’re going to jump ahead and start talking about stuff I’m dealing with now-ish. A side effect of this is that you’re going to see unexplained features appear and be tempted to ask, “But, what is this feature and how does it work?” Understand that the answer to that question would take a post. A post which would have precluded the writing of this one.

You can’t trick me into writing twice as much by asking me to write about current stuff and then asking me to fill in the blanks in the comments. Well, you CAN, but it’s going to make for a less interesting series for everyone. So just get yourself into some sort of zen state where you’re okay with seeing unexplained mystery content.

So on Friday I talked about the line-of-sight system I came up with. A few people suggested a completely different way of doing it that would be many, many times faster. And now we come to the part of the project where we have to make the hard choices.

See, there’s one thing I didn’t mention on Friday. That’s this:

gr8_fov.jpg

Continue reading ⟩⟩ “Project Good Robot 8: Suggestion Box”

 


 

Bioshock EP13: Are We There Yet?

By Shamus Posted Sunday Sep 1, 2013

Filed under: Spoiler Warning 11 comments


Link (YouTube)

Wow. Is that anger? Bitterness? Cursing game developers? Man, this part of the game makes me nostalgic for our Fallout 3 season.

This was a watershed moment for the Spoiler Warning crew. This is pretty much the low point of BioShock for us. This is where it all went bad. We recorded this episode almost three years ago, and to this day we still refer back to it. As in: “Man, it’s not a bad game, but I’m afraid it would turn into another BioShock.”

Still, our pain is your… gain? I guess?

 


 

Hangout Sept 3: Total Hangout

By Shamus Posted Friday Aug 30, 2013

Filed under: Notices 50 comments

This coming Tuesday, Sept 3 2013, we will be doing a hangout. If you’ve been looking to hang out with the Spoiler Warning cast then this is probably your best bet for all your out-hanging needs. It’s at 8pm GMT, 3pm Eastern time, noon on the west coast.

Josh will be playing Rome II: Total War, a sequel to the regrettably flawed Rome: Partial War and WAY better than Rome: Diplomatic Negotiations Aren’t Going Very Well.

A post will go up on Tuesday with links to the stream and such. This post is just to let you make room on your busy schedule for wasting time on the internet.

 


 

Project Good Robot 7: Lines of Sight

By Shamus Posted Friday Aug 30, 2013

Filed under: Good Robot 84 comments

As I play the game, I get this idea that a lot of AI problems are probably due to asymmetrical vision. Not all of them. It’s not that easy to make great AI. But there’s something inherently derpy about an enemy when you can see them and they can’t see you.

There’s a 90’s movie where fat guy Chris Farley plays a ninja. There’s a bunch of shtick where he tries to hide like a ninja but fails because he’s huge. The humor (where applicable) comes from the idea that this 300 pound man is standing behind a floor lamp and thinks he’s hidden, when in reality he’s basically standing in the open. He’s so dumb! He thinks we can’t see him!

gr7_sight1.jpg

I’m noticing a lot of this in my game. Foes are parked behind a wall, waiting to ambush me. But instead of “Ooh, ambush!” I think, “Oh, idiot ninja that thinks I can’t see him.” These are some really dumb AI, but the thing that makes them look dumb isn’t their AI, it’s the fact that I can see them hiding.

So let’s experiment with the idea of restricting what the player can see to the things their character could see.

Continue reading ⟩⟩ “Project Good Robot 7: Lines of Sight”

 


 

Bioshock EP12: Stop Me if You’ve Heard This Before

By Shamus Posted Thursday Aug 29, 2013

Filed under: Spoiler Warning 33 comments


Link (YouTube)

NOTE: Eagle-eyed readers may have caught the mistake I made earlier today: For about ten minutes I did accidentally post episode 13 instead of episode 12 here. My bad. In my defense, I was in another window, writing you a post about something unrelated to BioShock. So you kind of win either way.

At any rate, here are my original comments for this post as they appeared way back in 2010:

The Big Daddy transformation was a cavalcade of lazy plotting, supported by a layer of contrivances, and glued together with a few pounds of sloppy videogame logic. I think it actually undermines the earlier themes about free will. Now that you’re no longer a slave and you’re free to think for yourself, the game requires you to do something dumber and more illogical than anything that you did while you were supposedly under control of others.

This section of the game very nearly wins the title of “Most Obnoxious Plot Door”, a title which currently belongs to Neverwinter Nights 2. But BioShock gets off the hook because this plot door only takes about thirty minutes, not five hours.

It’s a shame we had to cut this sequence in the middle. We point out the rest of the flaws with the Big Daddy Quest in the next episode. Then there’s one more mini-episode after that one where we wrap this series up. We’ve already selected our next game, so your pleas are futile.

Enjoy!

 


 

Project Good Robot 6: Controls

By Shamus Posted Wednesday Aug 28, 2013

Filed under: Good Robot 93 comments

I apologize if this series seems to be glossing over some details while exploring others in exhaustive detail. This is a very hard series to write and I’m having trouble keeping it all straight in my head.

At any given moment there’s the stuff I’m working on and thinking about. Lagging behind that activity by about three weeks is the stuff I’ve written about and organized into words. And lagging behind that by another week is what has actually been posted to the blog. So when organizing my thoughts I have to figure out if feature X is something I’ve done, something I’ve documented, and something you know about.

It’s confusing, is what I’m getting at.

One one hand, these programming posts are really useful for documenting and clarifying my thoughts. On the other hand, having this muti-stage process with three weeks of lag time is not so useful. Because of this, I’m really eager to plow through this early stuff as fast as possible. Do I document all the little diversions and side-paths that didn’t work out? If so, then I’ll never get caught up. But if I leave that stuff out then this threatens to became a very dry recounting of features added.

I still don’t know how to handle this.

And now I’m about to make the problem worse. Here is a feature from day three. It took me longer to document in this post than it did to write the feature in the first place:

Continue reading ⟩⟩ “Project Good Robot 6: Controls”

 


 

Diecast #27: D&D, Analogue, Elder Scrolls Online

By Shamus Posted Tuesday Aug 27, 2013

Filed under: Diecast 84 comments

As all of you demanded, here’s a rambly show that’s mostly about what we’re doing. Well, some of you wanted this. I distinctly remember one or two of you saying you wouldn’t mind a directionless show. Occasionally. So here it is!

I hope you like it because these are way easier to produce we’re eager to please!

Download MP3 File
Download Ogg Vorbis File

Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes:

Continue reading ⟩⟩ “Diecast #27: D&D, Analogue, Elder Scrolls Online”